Search
Search results
Purple Phoenix Games (2266 KP) rated DiTiC in Tabletop Games
Oct 2, 2019
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
Ivana A. | Diary of Difference (1171 KP) rated Ethereal Custody: Anthologies in Books
Aug 3, 2020
<a href="https://amzn.to/2Wi7amb">Wishlist</a> | <a
<a href="https://diaryofdifference.com/">Blog</a> | <a href="https://www.facebook.com/diaryofdifference/">Facebook</a> | <a href="https://twitter.com/DiaryDifference">Twitter</a> | <a href="https://www.instagram.com/diaryofdifference/">Instagram</a> | <a href="https://www.pinterest.co.uk/diaryofdifference/pins/">Pinterest</a>
<img src="https://diaryofdifference.com/wp-content/uploads/2020/06/Book-Review-Banner-60.png"/>
Ethereal Custody: Anthologies is a story about a young man, who was born in an underground slum and decides to risk his life for a chance to reach the surface. During his pursuit, he discovers that he is part of a much larger scheme of a supernatural nature, in an alternate reality. To escape his world, he grasps the opportunity to create utopia. But paradise has a dark side too.
While we follow this main character, we also follow different characters, who are part of the alternative world that this man created in his dreams - with their own stories of supernatural nature, Angels and people with animalistic tendencies involved as well.
<b><i>“We don’t hold grudges against Angels who didn’t save us. Our self-held grudges stem from the idea that we should have been able to save ourselves.”</i></b>
The story follows a few different planets, with a lot of different characters.
The book is written in the form of a journal. For me, it was very difficult to keep track of the planets and characters. I was losing interest very quickly, re-reading the same page a few times, seeking for adventures and plot twists, when all I could see were descriptions of places and objects. Sometimes there were good parts, where the story was really intriguing. Other times, I had to put the book down and read something else.
<b><i>“I don’t know if it’s forgiveness or love or grieving. But life feels like this slow and heartbroken process of learning to live without something we wanted so badly that we cannot have. To go on without those loved people we miss so much and all the precious moments we could have shared and knowing those futures will never be. It’s having to learn how to trek forward in a new life without a part of yourself; that missing fragment of a loving heart we surrendered and gave away as a gift to someone who’s no longer here with us.”</i></b>
There were many descriptions of places being repeated with the exact words. This made me wonder and question myself whether I’ve read this before. I then needed to go back in the book and reassure myself. It was very irritating to go back and find the same paragraph a few chapters earlier, with the same description of a place.
<b><i>“If there’s anything I learned tonight, it is this: I want to die with a smile on my face.”</i></b>
I am sad to say I didn’t enjoy this book.
Honestly, I liked the idea and where it was intended to go. I also liked the way it was written in the form of a journal. However, the writing was bad. Not only from a grammar and editing point of view, but also the skill to keep the reader intrigued. This book put me through a big reading slump. I am not a fan of DNFing books, but I was close with this one. I recommend Ethereal Custody: Anthologies, if you enjoy multiple planets, a lot of characters and a bit of supernatural sprinkles on top, but this book wasn’t for me.
<b><i>“We are afraid to be silent, yet afraid to speak. We fear to be alone with our demons in the dark, yet we are terrified of those demons being seen in the light among friends. Afraid to be powerless; afraid to be influential. I don’t understand it. I just don’t want to be afraid of myself anymore.”</i></b>
<a href="https://diaryofdifference.com/">Blog</a> | <a href="https://www.facebook.com/diaryofdifference/">Facebook</a> | <a href="https://twitter.com/DiaryDifference">Twitter</a> | <a href="https://www.instagram.com/diaryofdifference/">Instagram</a> | <a href="https://www.pinterest.co.uk/diaryofdifference/pins/">Pinterest</a>
<img src="https://diaryofdifference.com/wp-content/uploads/2020/06/Book-Review-Banner-60.png"/>
Ethereal Custody: Anthologies is a story about a young man, who was born in an underground slum and decides to risk his life for a chance to reach the surface. During his pursuit, he discovers that he is part of a much larger scheme of a supernatural nature, in an alternate reality. To escape his world, he grasps the opportunity to create utopia. But paradise has a dark side too.
While we follow this main character, we also follow different characters, who are part of the alternative world that this man created in his dreams - with their own stories of supernatural nature, Angels and people with animalistic tendencies involved as well.
<b><i>“We don’t hold grudges against Angels who didn’t save us. Our self-held grudges stem from the idea that we should have been able to save ourselves.”</i></b>
The story follows a few different planets, with a lot of different characters.
The book is written in the form of a journal. For me, it was very difficult to keep track of the planets and characters. I was losing interest very quickly, re-reading the same page a few times, seeking for adventures and plot twists, when all I could see were descriptions of places and objects. Sometimes there were good parts, where the story was really intriguing. Other times, I had to put the book down and read something else.
<b><i>“I don’t know if it’s forgiveness or love or grieving. But life feels like this slow and heartbroken process of learning to live without something we wanted so badly that we cannot have. To go on without those loved people we miss so much and all the precious moments we could have shared and knowing those futures will never be. It’s having to learn how to trek forward in a new life without a part of yourself; that missing fragment of a loving heart we surrendered and gave away as a gift to someone who’s no longer here with us.”</i></b>
There were many descriptions of places being repeated with the exact words. This made me wonder and question myself whether I’ve read this before. I then needed to go back in the book and reassure myself. It was very irritating to go back and find the same paragraph a few chapters earlier, with the same description of a place.
<b><i>“If there’s anything I learned tonight, it is this: I want to die with a smile on my face.”</i></b>
I am sad to say I didn’t enjoy this book.
Honestly, I liked the idea and where it was intended to go. I also liked the way it was written in the form of a journal. However, the writing was bad. Not only from a grammar and editing point of view, but also the skill to keep the reader intrigued. This book put me through a big reading slump. I am not a fan of DNFing books, but I was close with this one. I recommend Ethereal Custody: Anthologies, if you enjoy multiple planets, a lot of characters and a bit of supernatural sprinkles on top, but this book wasn’t for me.
<b><i>“We are afraid to be silent, yet afraid to speak. We fear to be alone with our demons in the dark, yet we are terrified of those demons being seen in the light among friends. Afraid to be powerless; afraid to be influential. I don’t understand it. I just don’t want to be afraid of myself anymore.”</i></b>
Terror by Night: the true story of the brutal texas murder that destroyed a family, restored one man’s faith, and shocked a nation.
by Terry Caffey with James H. Pence
Genre: True Crime, Christian, memoir
Rating: 5
My summary: Terry woke up one night and saw his daughter’s ex-boyfriend standing in front of him with a gun. Charlie shot him several times, killed his wife, then him and his friend brutally killed his two sons. They set the house on fire, thinking everyone was dead. Terry managed to escape by God’s life-preservation alone, and made the long trek through the woods to the neighbor’s house. All Terry wanted was to die and live in Heaven with his family. But he stayed alive through sheer will-power and God’s grace. He made it to the neighbor’s house, identified the killer, then colapsed, hoping never to wake up again.
He woke up.
and He has to live with what happened for the rest of his long life.
Terry suffers from suicidal thoughts and depression, overdoses on his drugs, and can’t sleep at night because of his fear.
But God can take any situation and turn it around… Terry went back to where his house was to have a heart-to-heart with God. Terry found something there that was preserved through weeks of rain and wind, and yet was still readable. It was a page from James Pence’s novel Blind Sight (though he didn’t know it at the time) and the first lines he read were these: “I couldn't understand why You would take my family and leave me to struggle along without them. And I guess I still don’t totally understand that part of it. But I do believe that You’re sovereign; You’re in control.” Terry eventually found out through some hard hunting that the character in the book who was speaking had lost his wife and children. It was as if that book was written about him.
Terry’s life changed drastically. He went into ministry, he got re-married… and he learned what unconditional love, forgiveness, and trusting God really meant.
Review: Terror by Night was an absolutely stunning book in every sense of the word. The awful things that happened to Terry, and how God restored him, are amazing. Terror by Night is like Job all over again. God took everything away from Terry—his family were dead and his house was charcoal. Terry suffered tremendously, but God restored him. God used him to restore other people. And God blessed him and gave back what he had taken away.
This book is a testimony of how God can take anything and turn it around for good, how everything that happens is His will, and how He is the one and only thing we can always trust.
A powerful message, an amazing testimony, a picture of forgiveness, uplifting, encouraging, and brutally beautiful, Terror by Night will stay with you for the rest of your life.
Content: 100% clean
Recommendation: I whole-heartedly recommend Terror by Night to everyone over the age of 14. Terror by Night is extremely emotional, several times I had to stop and put it down. There were also some disturbing images of how the children were killed. It would probably make you cry if you read it in one sitting. However, I still think everyone should read it.
by Terry Caffey with James H. Pence
Genre: True Crime, Christian, memoir
Rating: 5
My summary: Terry woke up one night and saw his daughter’s ex-boyfriend standing in front of him with a gun. Charlie shot him several times, killed his wife, then him and his friend brutally killed his two sons. They set the house on fire, thinking everyone was dead. Terry managed to escape by God’s life-preservation alone, and made the long trek through the woods to the neighbor’s house. All Terry wanted was to die and live in Heaven with his family. But he stayed alive through sheer will-power and God’s grace. He made it to the neighbor’s house, identified the killer, then colapsed, hoping never to wake up again.
He woke up.
and He has to live with what happened for the rest of his long life.
Terry suffers from suicidal thoughts and depression, overdoses on his drugs, and can’t sleep at night because of his fear.
But God can take any situation and turn it around… Terry went back to where his house was to have a heart-to-heart with God. Terry found something there that was preserved through weeks of rain and wind, and yet was still readable. It was a page from James Pence’s novel Blind Sight (though he didn’t know it at the time) and the first lines he read were these: “I couldn't understand why You would take my family and leave me to struggle along without them. And I guess I still don’t totally understand that part of it. But I do believe that You’re sovereign; You’re in control.” Terry eventually found out through some hard hunting that the character in the book who was speaking had lost his wife and children. It was as if that book was written about him.
Terry’s life changed drastically. He went into ministry, he got re-married… and he learned what unconditional love, forgiveness, and trusting God really meant.
Review: Terror by Night was an absolutely stunning book in every sense of the word. The awful things that happened to Terry, and how God restored him, are amazing. Terror by Night is like Job all over again. God took everything away from Terry—his family were dead and his house was charcoal. Terry suffered tremendously, but God restored him. God used him to restore other people. And God blessed him and gave back what he had taken away.
This book is a testimony of how God can take anything and turn it around for good, how everything that happens is His will, and how He is the one and only thing we can always trust.
A powerful message, an amazing testimony, a picture of forgiveness, uplifting, encouraging, and brutally beautiful, Terror by Night will stay with you for the rest of your life.
Content: 100% clean
Recommendation: I whole-heartedly recommend Terror by Night to everyone over the age of 14. Terror by Night is extremely emotional, several times I had to stop and put it down. There were also some disturbing images of how the children were killed. It would probably make you cry if you read it in one sitting. However, I still think everyone should read it.
Kara Skinner (332 KP) rated In Debt to the Enemy Lord in Books
Jun 11, 2019
Contains spoilers, click to show
My rating: 3 out of 5 stars
Average Goodreads Rating: 3.62 out of 5 stars
Genre: Historical
Page Count: 288 pages
Anwen, bastard of Brynmor, has fought hard to find her place in the world. But she’s forced to rethink everything when she’s saved from death by her enemy Teague, Lord of Gwalchdu. Instead of releasing her, he holds her captive.
Teague trusts no one. So, which ominous messages threatening his life, he must keep Anwen under his watch, no matter how much her presence drives him wild.
And when passionate arguments turn to passionate encounters, Teague must believe that the strength of their bond will conquer all!
Anwen, the main character, was really cool. She was very strong, sarcastic, and always pushes Teague for answers about why he’s keeping her captive. She also keeps trying to escape so she can go back home and protect her sister from her abusive father.
However, after she falls in love with Teague, her reservations about him were a little frustrating. Even after finding out that he wasn’t the Great Traitor everyone thought he was, she still didn’t want him to be part of her life. Her only reason was that she didn’t want take orders from a domineering tyrant, but Teague was never tyrannical to her. He only held her captive to make sure she wasn’t the person attacking his home. After that, the only demands he ever made of her were for her own protection. She grew up under a tyrant, so it’s understandable that she would be a little wary, but he was never the villain she kept making him out to be.
Teague was pretty cool overall. He definitely has issues, but they’re understandable considering his rough childhood, including having his mother dying at an early age and having everyone think he’s the devil because he has an epileptic aunt. He has a lot of trust issues and really doesn’t trust anyone except his brother.
As much as I liked both Anwen and Teague, I didn’t like them together. They had a little actual sexual tension at first, but their love story is really forced. Teague is complete anti-love at the beginning and then falls head over ass for Anwen for no real reason. And sure, she still has some baggage holding her back, so they’re not both completely hypnotized but for fuck’s sake did he drink a love potion?
I was so disappointed by the two of them together. It’s Harlequin, so I wasn’t expecting an epic love story or anything, but I was expecting a love story.
On top of that, the sex scenes were pretty weird. I kept getting pulled out of the story because I couldn’t figure out the logistics of the positions or even picture what was happening. The dialogue during the sex scenes was delightfully cringy, like a romance novel parody.
I liked Teague’s brother, Rain, more than Teague. He had a lot less baggage and I would have found it much more believable if he was the one who fell in love with Anwen instead of Teague because Rain trusts people.
This book wasn’t horrible, and it’s certainly not the worst romance I’ve ever read, but it wasn’t great. However, I really didn’t see the ending coming, so I give Nicole Locke huge props for that.
Average Goodreads Rating: 3.62 out of 5 stars
Genre: Historical
Page Count: 288 pages
Anwen, bastard of Brynmor, has fought hard to find her place in the world. But she’s forced to rethink everything when she’s saved from death by her enemy Teague, Lord of Gwalchdu. Instead of releasing her, he holds her captive.
Teague trusts no one. So, which ominous messages threatening his life, he must keep Anwen under his watch, no matter how much her presence drives him wild.
And when passionate arguments turn to passionate encounters, Teague must believe that the strength of their bond will conquer all!
Anwen, the main character, was really cool. She was very strong, sarcastic, and always pushes Teague for answers about why he’s keeping her captive. She also keeps trying to escape so she can go back home and protect her sister from her abusive father.
However, after she falls in love with Teague, her reservations about him were a little frustrating. Even after finding out that he wasn’t the Great Traitor everyone thought he was, she still didn’t want him to be part of her life. Her only reason was that she didn’t want take orders from a domineering tyrant, but Teague was never tyrannical to her. He only held her captive to make sure she wasn’t the person attacking his home. After that, the only demands he ever made of her were for her own protection. She grew up under a tyrant, so it’s understandable that she would be a little wary, but he was never the villain she kept making him out to be.
Teague was pretty cool overall. He definitely has issues, but they’re understandable considering his rough childhood, including having his mother dying at an early age and having everyone think he’s the devil because he has an epileptic aunt. He has a lot of trust issues and really doesn’t trust anyone except his brother.
As much as I liked both Anwen and Teague, I didn’t like them together. They had a little actual sexual tension at first, but their love story is really forced. Teague is complete anti-love at the beginning and then falls head over ass for Anwen for no real reason. And sure, she still has some baggage holding her back, so they’re not both completely hypnotized but for fuck’s sake did he drink a love potion?
I was so disappointed by the two of them together. It’s Harlequin, so I wasn’t expecting an epic love story or anything, but I was expecting a love story.
On top of that, the sex scenes were pretty weird. I kept getting pulled out of the story because I couldn’t figure out the logistics of the positions or even picture what was happening. The dialogue during the sex scenes was delightfully cringy, like a romance novel parody.
I liked Teague’s brother, Rain, more than Teague. He had a lot less baggage and I would have found it much more believable if he was the one who fell in love with Anwen instead of Teague because Rain trusts people.
This book wasn’t horrible, and it’s certainly not the worst romance I’ve ever read, but it wasn’t great. However, I really didn’t see the ending coming, so I give Nicole Locke huge props for that.
République
Games and Entertainment
App
In “Episode 5: Terminus," the fifth and final episode of the thrilling République saga, battle...
Archery Wild Animal Hunter
Games and Entertainment
App
This action games ultraistic 3d graphics, easy controls and amazing animations makes your playing...
Chris Hooker (419 KP) rated No Way Home (A Science Fiction Anthology) in Books
Jan 12, 2018
I received [No Way Home] from author [Harry Manners] in exchange for a honest review. This collection of short stories with the theme of being stranded, in one way or another, was a thought provoking read.
[To Sing of Chaos and Eternal Night] by [Lucas Bale] took me a few days to get past the beginning. The concept of a soldier who has lost all being and is just thought sent to robotic bodies and told to fight the enemy was interesting. As I stated, unfortunately, it was a slow start but the ending was worth the read.
[XE, or People Are Strange] by [S. Elliot Brandis]gave a new meaning to getting away from it all. The main character, Bradley, volunteers to be put in a shuttle to find a new habitable plant. His mission is one way and he is to send a signal back to Earth if it is a safe place. Apparently, though, he is not the first, or only, person on the new planet. I really liked the twist in this story.
[Grist] by [J.S. Collyer] is a futuristic view where one entity has taken control and all others are forced to work for them, often underground. Wyatt was not born into this so he remembers fresh air and sun. He wants to escape and be free again. Just daring to think this way can be deadly and he must know who to trust. The question this story had me asking was what is life worth?
[Merely A Madness] by [S.W. Fairbrother] was one I was really excited to see in this collection because I had read [The Secret Dead] and loved it. [Merely A Madness] did not disappoint in anyway. Earth has become a hostile place but most people have escaped off planet. Hannah loves old earth and Mullen sets up a holiday because he aims to please. This would be like current day people going to a wild west ranch, real but not too real. Things go horribly wrong and Mullen must make a hard choice. This story was one of my favorites by far.
[Revolver] by [Michael Patrick Hicks] was the most overtly political and also one of the most enjoyable. The concept of reality TV and politics preying on the unfortunates is so scary because it is not far from our current reality. I really loved the statement made in this one.
[The Happy Place] by [Harry Manners] was a story of a dream gone horribly wrong. Michael has always dreamed of going to the stars and with his wife this dream becomes a reality as he is chosen to colonize Mars. Years later he realizes his dream may be a nightmare as he begins to lose everything he loves. The only thing that keeps him going is 'the Happy Place', a virtual reality of his memories from Earth, but keeping this secret from those he loves may cost him even more. This is the third work I have read from [Harry Manners] and I love how he handles loneliness and making hard decisions. His characters are always deeper than they first appear.
[Renata] by [Nadine Matheson] is a futuristic spy story wrapped in a mob hit with political intrigue. Yes, I enjoyed this one as well. Kaoru is an assassin who gets his assignments from his brother. His latest target is in the past. This is the assignment that may just kill him.
[Cold Witness] by [A.S. Sinclair] was a mental thriller. John Marshall is sent to check out an abandoned military complex that he is told little about. When he arrives there he hears rumors of strange things involving the final project at the base. Upon arrival he begins hallucinating and his memories begin to meld with others. The question of what is reality is constant throughout.
All the stories were well written and enjoyable. I also liked how each author wrote an "Afterword" that explained a little of how they came up with the concept they did. I recommend this to any fan of futuristic and science fiction.
[To Sing of Chaos and Eternal Night] by [Lucas Bale] took me a few days to get past the beginning. The concept of a soldier who has lost all being and is just thought sent to robotic bodies and told to fight the enemy was interesting. As I stated, unfortunately, it was a slow start but the ending was worth the read.
[XE, or People Are Strange] by [S. Elliot Brandis]gave a new meaning to getting away from it all. The main character, Bradley, volunteers to be put in a shuttle to find a new habitable plant. His mission is one way and he is to send a signal back to Earth if it is a safe place. Apparently, though, he is not the first, or only, person on the new planet. I really liked the twist in this story.
[Grist] by [J.S. Collyer] is a futuristic view where one entity has taken control and all others are forced to work for them, often underground. Wyatt was not born into this so he remembers fresh air and sun. He wants to escape and be free again. Just daring to think this way can be deadly and he must know who to trust. The question this story had me asking was what is life worth?
[Merely A Madness] by [S.W. Fairbrother] was one I was really excited to see in this collection because I had read [The Secret Dead] and loved it. [Merely A Madness] did not disappoint in anyway. Earth has become a hostile place but most people have escaped off planet. Hannah loves old earth and Mullen sets up a holiday because he aims to please. This would be like current day people going to a wild west ranch, real but not too real. Things go horribly wrong and Mullen must make a hard choice. This story was one of my favorites by far.
[Revolver] by [Michael Patrick Hicks] was the most overtly political and also one of the most enjoyable. The concept of reality TV and politics preying on the unfortunates is so scary because it is not far from our current reality. I really loved the statement made in this one.
[The Happy Place] by [Harry Manners] was a story of a dream gone horribly wrong. Michael has always dreamed of going to the stars and with his wife this dream becomes a reality as he is chosen to colonize Mars. Years later he realizes his dream may be a nightmare as he begins to lose everything he loves. The only thing that keeps him going is 'the Happy Place', a virtual reality of his memories from Earth, but keeping this secret from those he loves may cost him even more. This is the third work I have read from [Harry Manners] and I love how he handles loneliness and making hard decisions. His characters are always deeper than they first appear.
[Renata] by [Nadine Matheson] is a futuristic spy story wrapped in a mob hit with political intrigue. Yes, I enjoyed this one as well. Kaoru is an assassin who gets his assignments from his brother. His latest target is in the past. This is the assignment that may just kill him.
[Cold Witness] by [A.S. Sinclair] was a mental thriller. John Marshall is sent to check out an abandoned military complex that he is told little about. When he arrives there he hears rumors of strange things involving the final project at the base. Upon arrival he begins hallucinating and his memories begin to meld with others. The question of what is reality is constant throughout.
All the stories were well written and enjoyable. I also liked how each author wrote an "Afterword" that explained a little of how they came up with the concept they did. I recommend this to any fan of futuristic and science fiction.
Louise (64 KP) rated My True Love Gave to Me: Twelve Winter Romances in Books
Jul 2, 2018
This set of short stories were very interesting to read and I like that they were all different in there own way, with fantasy and LGBTQ elements. I am fairly new to young adult so many of these authors I haven't read before but I will be delving into some of their works in 2016.
I was a little let down with this collection of short stories, there has been so much buzz going around for this book. I felt that the stories were too short and that you didn't really build enough connection with the characters to feel the warm fuzzy feeling of romance.
I will try to put a brief synopsis of each story but I don't want to ruin it for anyone.
Midnights by Rainbow Rowell is a story about Mags and Noel who have been friends over the past 4-5 years and it is told on every New Years eve and gradually they grow closer every year to more than just friends. 3 stars. Now everyone should know that I am a fan of Rainbow Rowell, but for me she is better at longer novels with the slow burn of a romance, for me this was much too short and I didn't feel the connection with the characters.
The Lady and the Fox by Kelly Link is a fantasy love story (to be honest I can't remember too much about this) 2 stars. It was ok, but things weren't explained enough.
Angels in the snow by Matt de la Pena is about a guy called Shy and he is cat sitting for his boss, when he gets a knock on the door from a women called Hayley , she has problems in her flat and Shy is the only guy to help out.3.5 stars. I really enjoyed this book, the characters were super cute, the romance was cute and a lovely short story.
Polaris is where you'll find me by Jenny Han is a about Natalie, she was abandoned as a baby, found and adopted by Santa, she grows up in the North Pole. Love between her and an elf develops. 3.5 stars This was super cute and reminded me of the film Elf.
It's a yuletide miracle Charlie Brown by Stephanie Perkins was another cute story of Marigold buying a Christmas tree just to speak to a guy. 3.5 stars.I don't know how many times I am going to say cute but this is what it was.
Your Temporary Santa is a LGTBQ story, which is great to see in this mix of stories, however it wasn't for me 2 stars.
Krampuslauf by Holly Black has elements of fantasy, however I didn't like the story for me it felt a bit juvenile. 1.5 stars
What the hell have you done, Sophie Roth, I loved this story, it has to be my favorite in the book, it's just a basic romance story but written and developed really well. 4 stars.
Beer buckets and baby Jesus by Myra McEntire, Vaughn Hatcher is the local prankster, however one day he gets arrested but saved by the local priest in exchange for community service, there he meets the girl he has been seeking attention. 2 stars
Welcome to Christmas, CA by Kiersten White was a really cool story, a girl hating her family, the town she lives in and the people until they get a new chef in the kitchen of the diner that her mum owns and somehow everything starts to become clearer. 3.5 stars This was an enjoyable read.
Star of Bethlehem by Ally Carter was a cute story of a girl trying to escape her life and swaps plane tickets with an Icelandic girl and pretends to be her when she meets her destination. 3.5 Stars
The girl who woke the dreamer by Laini Taylor is a fantasy story, which starts off very sad and gripping, but I wasn't sure about the ending. It was very strange. 2 stars
I know that Stephanie Perkins has another collection of short stories coming out in 2016 and will be interested in reading them aswell
Overall I gave this book 3 out of 5 stars
I was a little let down with this collection of short stories, there has been so much buzz going around for this book. I felt that the stories were too short and that you didn't really build enough connection with the characters to feel the warm fuzzy feeling of romance.
I will try to put a brief synopsis of each story but I don't want to ruin it for anyone.
Midnights by Rainbow Rowell is a story about Mags and Noel who have been friends over the past 4-5 years and it is told on every New Years eve and gradually they grow closer every year to more than just friends. 3 stars. Now everyone should know that I am a fan of Rainbow Rowell, but for me she is better at longer novels with the slow burn of a romance, for me this was much too short and I didn't feel the connection with the characters.
The Lady and the Fox by Kelly Link is a fantasy love story (to be honest I can't remember too much about this) 2 stars. It was ok, but things weren't explained enough.
Angels in the snow by Matt de la Pena is about a guy called Shy and he is cat sitting for his boss, when he gets a knock on the door from a women called Hayley , she has problems in her flat and Shy is the only guy to help out.3.5 stars. I really enjoyed this book, the characters were super cute, the romance was cute and a lovely short story.
Polaris is where you'll find me by Jenny Han is a about Natalie, she was abandoned as a baby, found and adopted by Santa, she grows up in the North Pole. Love between her and an elf develops. 3.5 stars This was super cute and reminded me of the film Elf.
It's a yuletide miracle Charlie Brown by Stephanie Perkins was another cute story of Marigold buying a Christmas tree just to speak to a guy. 3.5 stars.I don't know how many times I am going to say cute but this is what it was.
Your Temporary Santa is a LGTBQ story, which is great to see in this mix of stories, however it wasn't for me 2 stars.
Krampuslauf by Holly Black has elements of fantasy, however I didn't like the story for me it felt a bit juvenile. 1.5 stars
What the hell have you done, Sophie Roth, I loved this story, it has to be my favorite in the book, it's just a basic romance story but written and developed really well. 4 stars.
Beer buckets and baby Jesus by Myra McEntire, Vaughn Hatcher is the local prankster, however one day he gets arrested but saved by the local priest in exchange for community service, there he meets the girl he has been seeking attention. 2 stars
Welcome to Christmas, CA by Kiersten White was a really cool story, a girl hating her family, the town she lives in and the people until they get a new chef in the kitchen of the diner that her mum owns and somehow everything starts to become clearer. 3.5 stars This was an enjoyable read.
Star of Bethlehem by Ally Carter was a cute story of a girl trying to escape her life and swaps plane tickets with an Icelandic girl and pretends to be her when she meets her destination. 3.5 Stars
The girl who woke the dreamer by Laini Taylor is a fantasy story, which starts off very sad and gripping, but I wasn't sure about the ending. It was very strange. 2 stars
I know that Stephanie Perkins has another collection of short stories coming out in 2016 and will be interested in reading them aswell
Overall I gave this book 3 out of 5 stars
Creating the Perfect Patio: How to Design and Plant an Outside Space, with Practical Advice and 550 Inspiring Step-by-step Photographs
Book
This title shows you how to design and plant an outside space, with practical advice and 550...
Purple Phoenix Games (2266 KP) rated Labyrinthos in Tabletop Games
Feb 10, 2021
Greek mythology has always fascinated me. The adventures are awesome, the heroes are mighty, and the creatures are awe-inspiring. I often wonder what it would have been like to live in those ancient times, hearing those stories firsthand, and experiencing the excitement associated with such feats. Well, I may not have a time machine. But I do have a board game table. And on it is Labyrinthos.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L
Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!
Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.
The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!
I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.
Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!






